fix(ui): restore radar, retail wield switching, and protection meshes

Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels.

Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee.

Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects.

Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-14 20:52:45 +02:00
parent 8d63e5c28a
commit b26f84cc69
26 changed files with 1361 additions and 141 deletions

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#version 430 core
#extension GL_ARB_bindless_texture : require
in vec2 vTexCoord;
in vec4 vColor;
out vec4 fragColor;
uniform uvec2 uTextureHandle;
uniform int uTextureLayer;
void main() {
sampler2DArray tex = sampler2DArray(uTextureHandle);
vec4 color = texture(tex, vec3(vTexCoord, float(uTextureLayer))) * vColor;
if (color.a < 0.02)
discard;
fragColor = color;
}

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#version 430 core
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(location = 3) in mat4 aModel;
layout(location = 7) in vec4 aColor;
uniform mat4 uViewProjection;
out vec2 vTexCoord;
out vec4 vColor;
void main() {
vTexCoord = aTexCoord;
vColor = aColor;
gl_Position = uViewProjection * aModel * vec4(aPosition, 1.0);
}